Here is my take, for what it may be worth: Beastmaster can be very powerful, I once took a lvl 11 Hoarding spider with a collar, it dominated the AI by itself. Summoner gives you an early game meatbag/damage dealer, which can be sacrificed, and resummoned, allowing early expansion with weak mage sov (only works on difficulties without HP increase of mobs though) so has some use, but I see no mid/late game advantage whatsoever (summons too wimpy, even with extra levels) <p
Gorshmak
I just caught myself after having played a game (around turn 200 now, only for the fun/mopping up now, as AI is hopelessly behind after aggressive early city plant and some luck with good locations) and wondering what wilderness is really. What caught me was that I have played all this time with a complete area (behind large ridge close to my starting location) still with all the lairs but fully develloped with towers and resources.What amazed me the most about it, was that I had acce
I can repeatedly cause a CTD by looking into the detail screen of an enemy faction, and then using the arrows to walk through the different cities of that faction. I assume it happens when the UI is trying to show me a city I have not uncovered yet. Possible solution maybe to disable the arrows for enemy faction in city detail screen?
See screenshot: (Archer should have only one unit not the original 3)
See enclosed screeny:
I like the option of swarming for groups. Not all should have them in equal measure ofc (it is easier for small mites to swarm then for spearmen in phalanxformation. +1 Karma for u Alanmandragoran [e digicons]:thumbsup:[/e]
I agree with OP. The upgrade cost should be identical to the rush costs of the material ALONE, as it is basically a set of armor being made outside of production que, so therefore rush costs is proper, but not anything more! If the player prefers to upgrade lvl 1 or lvl 10 units should not matter imo.
Great changes, especially love the balance tweaks [e digicons]:thumbsup:[/e] , really looking forward to try them out. Masterscout could do with some further nerf, removing the non attack option altogether (maybe, maybe keep it for scout only?), the fast movement is already awesome enough (= on average +1/2 extra movement = 50% faster levelling ...) Wealthy option should be reduced from 1000 to maybe 600 (700?), very op atm Faction traits: atm it is possible to choose
bump +1
@Kongdej Ah thx for clearing that up, must be Resoln faction then, had for some reason thought its for all Death casters @Boredpeon I think the reason the regen is considered so powerful is due to the tactical combat tactic with fast forse/high initiative, where u run in, take a hit while doing some dmg, then run out again, stay at distance until healed up and then move in again. No extra mana spent, while extra health is generated. Some people have said this spell alone makes Kingdom
Agreed Ophids are tough. And I also prefer to take them on only midgame, as early game requires a serious change in research (spears and not civ like mining) as well as production priority. I must admit that I generally go the 'suicide' route, of racing a pioneer to spot and found the city. Most of the time the Ophids will simply wander out of your territory without attacking ur city. And yes thats without masterscout option. Its borked, but the way it is atm. I really
At least for death u can always 'transform' a shard into a death one, cost is I think 50 mana
Sound concept, might also give the terraform spell some new twist (create hills/plain etc) The thing I love most about tis idea is the Herocounter with the asssasin. Currently nobody (I know of at least) equips daggers, this would be a great niche and create some interesting fights where lower level goons would have at least a sporting chance against hero, as long as dagger is equipped. Suggestion for mechanic: Possibility with a % to inflict a 'severe wound' (ins
Have been away for a few days (big family Birthday:D), so can only now answer to your post taltamir. The basic reason for the healthreset was to have a mechanic which prevents grinding down of mobs, which are by perception so much more powerful than the hero (like obsidian golem against hero lvl 4 or 5 on a horsy) and the only reason the hero can win is due to AI programming (I won't call it stupidity, as I myself wouldn't know how to start doing it right - but I do think its
I agree with the OP as well, that for higher difficulty settings the SOV levelling is by a far reach the most viable approach left. And that is not part of the core play idea of an empire SUPPORTED and not dominated by heroes (at least if I may believe this quote by Derek: "The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things." <a title="here" href="https://fo
Hmmm my first two games on the new Beta (only till ~ turn 100 for both though) I did not have any conscious issue with the wildlings, might not have met the shamans yet. Even if it is indeed a challenge do please keep it in the game. Any tactical challenge is a welcome refreshing breath of fresh air. Also I like that the mobs now start to move away from their lairs once its inside a controlled area. Although it still seems a bit random how they walk and not attack the cities/outposts
Worked fine for me as well, first start up and had a good spot (4/2/2) right off the bat (Large, swamp, 4 opponents, all opposite faction), can only say I hope you have better luck next time
Game is working fine for me, and as a first impression I must say I'm stunned by the much improved graphics at this late stage of the game, awesome job [e digicons]:thumbsup:[/e]
Awesome that it will be today. I am assuming it will be by the end of working day, so am looking forward to enjoy it then. Cheers [e digicons]:beer:[/e]
Had another look at the changelog and behold: "Reduced the Minimum turns to Construct or Train from 3 to 1" (Third line before end of Balance listing). My apologies for jumping on the bandwagon of the 3 turn minimum. Glad that is off the table [e digicons]:D[/e] Looking forward to trying out the new changes [e digicons]:thumbsup:[/e]
This will be a bit longer post so be warned [e digicons]:grin:[/e] Lots of good stuff, love especially that the AI will take on the pioneer spam and become more dangerous [e digicons]:thumbsup:[/e] Awesome Will be happy to try that out. Also new tactical maps, with lots of obstacels, opening more tactical opportunities for blockers/range glass cannons. Awesome as well [e digicons]|-)[/e] I also like the increased usefulness of towns, making them more important as f
Hmmm, I kind a love and hate essence. When I'm playing at higher difficulty, with the AI at some advantage already, I CTRL+N without at least +2 Essence, unless the spot has something extraordinary (like a wood adjacent 5/4/0 in a recent game, with a scrying pool and Set in stone, this city will produce like mad), simply because its so powerful. So it is clearly a requirement for a good start. But that is it! Best would be if the founding city would have an automatic buil
Just for trading, it is enough to stand next to each other to trade, no need to stack one atop the other, this might help in that regard at least
Am enjoying the playthrough/commentary a lot. Am really curious, as to what will happen if AI is allowed to build up and take the initiative. Good luck to you in ur further campaign [e digicons]:thumbsup:[/e]
If I understand u correctly, u use the trade menu to choose what u offer to the AI. Maybe the point u are confused about is that u also have to choose the stuff the AI will give u in return? If the balance between the offer and the demand (both by input from u) is to the liking of the AI, it will agree (allow u to confirm it) to the trade. For me this system is working well.